nerf Mayson?

You feel like a battlecruiser is too weak or a race too strong? Go ahead and discuss it here :)
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posted on November 22nd, 2010, 8:22 pm
Hey everyone is complaining about Mayson being over powered so why not nerf Mayson by increasing the cost of his supply. The reason for this would be because no one really uses his special ships and a way to change that would be to have the Nova's special allow ships to gain experience by destroying enemies, like the Klingons.
posted on November 22nd, 2010, 8:43 pm
I think its a save bet the dev's are working on a nerf for mayson.. ;)
posted on November 22nd, 2010, 8:45 pm
Whats with the Mayson hate?
posted on November 22nd, 2010, 8:48 pm
There is nothing wrong with the Mayson avatar, it's the Phaser Turret that is bugged. That is what the devs are most likely to fix, weakening the entire avatar just to fix that issue is overkill.

On a side note, welcome to the community fa11out.
posted on November 22nd, 2010, 10:18 pm
Well Risner Phaser Turret is fine imho so its a mayson issue.. his phaser turret is to strong.. so its a mayson nerf no?
posted on November 22nd, 2010, 10:22 pm
No, a Mayson nerf would be nerfing the avatar. The problem being a version of a specific unit makes it a problem with that unit, a Phaser Turret bug specifically.
posted on November 22nd, 2010, 10:34 pm
Why not just leave the phaser turret alone except for the techtree?  Make the level 1 chassis a required item to research in addition to having the basic shipyard.  Or maybe require level 2 chassis research, then for the torpedo turret, require level 3 chassis research in addition to the advanced shipyard.  Besides, what's wrong with the phaser turret having about 75% of the fire-power of the torpedo turret instead of about 50%?
posted on November 22nd, 2010, 10:40 pm
Last edited by Tyler on November 22nd, 2010, 10:42 pm, edited 1 time in total.
Just move it a bit further into the game? That might give the Pulse Turret a bit more use in the early game.

I don't seem to see that one much, despite being even stronger (offensively).
posted on November 22nd, 2010, 11:59 pm
The Pulse turret has range issues, and doesn't doubletap.  it's why the Risner pulse turret doesn't get used much, though.  Range.  And why the rommie turret's projectile upgrade is actually great, even though it's -3 offense.

For a turret, range is king.  Otherwise, it's very, very easy to overcome.
posted on November 23rd, 2010, 12:08 am
silent beat me to it...

a turret with medium range is not that useful
posted on November 23rd, 2010, 12:10 am
Tell that to the short-range ships, along with the almost entirely short/medium ranged Klingons.
posted on November 23rd, 2010, 12:18 am
I say he should be completely focused on turrets and not allowed to build any ships including miners.
posted on November 23rd, 2010, 12:20 am
funnystuffpictures wrote:I say he should be completely focused on turrets and not allowed to build any ships including miners.


the turret walk avatar
posted on November 23rd, 2010, 12:26 am
fa11out wrote:Hey everyone is complaining about Mayson being over powered so why not nerf Mayson by increasing the cost of his supply. The reason for this would be because no one really uses his special ships and a way to change that would be to have the Nova's special allow ships to gain experience by destroying enemies, like the Klingons.


Mayson has a non-turret special ?

Tyler wrote:Tell that to the short-range ships, along with the almost entirely short/medium ranged Klingons.


I do. Regularly. With Quantums.


Personaly, I think all races should have arty range turrets, as well as turrets with short/medium/long range.
posted on November 23rd, 2010, 12:40 am
Borg seem to be mostly medium/long range.

Dominion are mostly medium/long range.

Federation is balanced almost perfectly between short/medium/long range.  Excluding warp-ins.

Klingons are mostly short/medium range.

Romulans are mostly medium/long range.

These figures do not take into account for avatar-specific units and does not describe the range for the game stages.  However, if you are early-game, the Romulans are the best choice simply because of range.  Now, during a battle, how does one keep their units out of enemy weapons range?

I like the turret ranges just the way they are.  But I would like a special that allows the turret to fire at a greater range for a brief period of time.
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